* Fixes scopes not being restored from a save
* Fixes closure environment not being restored from a save
* Fixes singletons not being properly restored from a save
* Fixes root table being incorrectly duplicated in a save
* Fixes various cases where duplicate objects could be created from a save
- Fixed filter_damage_mod blocking all damage which doesn't match the secondary filter regardless of secondary filter mode
- Fixed impulse 101 and other give-related commands leaving behind weapons with occupied slots
- Fixed a crash with scripted_sound's PlaySoundOnEntity when the entity doesn't exist
- Added OnSoundFinished output to ambient_generic
- Added the ability to use custom models/nuggets with item_grubnugget
- Fixed a crash with citizen medics healing nonexistent targets
- Added "SetDistLook" and "SetDistTooFar" inputs for NPCs, allowing manual adjustment of NPC sight distance
- Added keyvalue and input to env_microphone for utilizing a different audio channel
- Added "SetPitchScale" input to env_microphone
- Fixed info_player_view_proxy not using angles
- Fixed dirt variant elite model not being recognized as elite
- Made headcrab hints properly register the start of use (for hint outputs)
- Made RPG use a more realistic firing rate for NPCs which aren't constrained by slow RPG animations, like soldiers
- Added spawnflag for func_breakable_surf to correctly play the break sound
- Added keyvalue for using cheaper warn sound code for combine_mines
- Added "OnSpawnNPC" output for npc_combinedropship when it spawns a soldier, rollermine, or strider
- Added signal gesture activities
- Fixed stunstick not using metrocop knockout/stun code correctly
- Fixed a possible crash involving a NPC's weapon being removed during alt-fire
- Fixed(?) flashlight shadow filters
- Added support for multiple look entities in trigger_look
- Added npc_metropolice alt-firing
- Fixed npc_metropolice using pistol burst firing on weapon_357
- Fixed npc_metropolice not deploying manhacks/throwing grenades in standoffs
- Fixed npc_metropolice not recognizing some crouch activities correctly
- Changed weapon_357 so it runs a tracer each shot from NPCs
- Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass
- Added "SetSpeedModifier" to NPCs, based on 1upD's shadow walker code
- Made game_convar_mod much more reliable
- Fixed non-mirrored npc_turret_lab refusing to die
- Made npc_turret_lab use SMG1 ammo instead of AR2 ammo
- Fixed block LOS brushes sometimes not working with players (and possibly similar issues)
- Raised maximum renderable entities from 4096 to 16384, based on ficool2's limit research
- Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass. Can display parallax corrected cubemaps from its unbroken form
- Fixed VBSP breaking func_breakable_surf, etc. when using parallax corrected cubemaps
- Raised maximum VBSP entities from 8192 to 65536, based on ficool2's limit research
- Raised maximum VBSP worldlights from 8192 to 65536, based on ficool2's limit research
- Raised maximum VBSP overlays from 512 to 8192, based on ficool2's limit research
- Other misc. fixes
- Overhauled matcher system and added expanded wildcard support, meaning "text", "te?t", "blah_test", etc. are now supported instead of only trailing *
- Added support for regular expression matching
- Added the missing matrixinvert.h file, which prevented programmers from compiling vbsp
- Fixed env_global_light brightness
- Added info_player_view_proxy, an entity which mimics a player's view (created for script_intro)
- New UnZoomWithRate and SetZoomRate inputs on env_zoom
- New "Don't change target's angles" flag on logic_measure_movement
- Fixed logic_measure_movement not using ignore origin flags correctly
- Fixed filter_damage_mod secondary filter not recognizing mode correctly
- Fixed DisableGeigerCounter causing NPCs to ignore player, and possibly fixed other adverse effects in similar code
- Added SetEntityName input for setting an entity's targetname
- Added "SetTarget" support to point_posecontroller
- Added "sk_alyx_health" convar for adjustable npc_alyx health, restored/fixed "sk_barney_health" for adjustable npc_barney health
- Added ignore flags and several direction-related inputs to math_vector
- Added pose parameter stuff to logic_modelinfo
- Fixed ChangeWeapon not changing during combat
- Fixed holster/unholster on NPCs without holster/unholster animations
- Fixed func_tank and other "player in the way" code ignoring notarget
- Added SetPoseParameter input to animating entities
- Introduced an experimental chapter system which allows for custom chapter title/restriction management
- Added SetChapterTitle input to worldspawn for dynamic title changing
- Fixed func_tankairboatgun damage credit, added ability to use its damage keyvalues
- Fixed mapbase_rpc_enabled not actually affecting RPC
- Moved some newly found Combine soldier grenade code to ai_grenade for other grenade users
- Fixed some problems with the new shared activities
- Restored an old Mapbase entity as "prop_interactable", an entity which contains all of the functionality of a func_button/func_door in a prop entity
- Added env_microphone pitch scale for scaling the pitch of transmitted sounds
- Added experimental, long-overdue code for scenes to be able to access !target#'s and other scene-related names through AI_INPUT
- Added "mat_specular_disable_on_missing", which "disables" specular reflections when the cubemap texture is missing
- Fixed $envmapmasktransform and $bumptransform on VertexLitGeneric and related shaders
- Areaportal leaks now stop compilation in leaktest
- Replaced "-nodefaultcubemap" with "-defaultcubemap" as the shader changes allow maps to compile without default cubemaps by default with little effect
- Fixed parallax corrected cubemaps not working when cubemaps are disabled
- Fixed a crash with some new script_intro code
- Fixed item_health/suitcharger not emptying or using correct animation with keyvalue charge
- Added a new "Always touchable" spawnflag for weapons and items that should disregard obstructions
- Added "OnFoundNPC" output on scripted_sequence for when a NPC starts moving to play the script
- Fixed npc_snipers not working when parented or not working when attacking parented targets
- Changed "ai_nographrebuildmessage" to "ai_norebuildgraphmessage" to reduce confusion and increase visibility (it is assumed nobody was using it before, at least not in a compatibility-breaking way)
- Added damage bit modification to filter_damage_mod
- Added Add/RemoveSolidFlags input to all entities + added "Collide with owner" solid flag from the VDC
- Added custom model support to item_health/suitcharger
- Added custom map compile tools (vbsp, vvis, vrad)
- Changed blink fix (shouldn't change anything in-game)
- Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands
- Added ent_create_aimed, an ent_create equivalent of npc_create_aimed
- Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack
- Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks)
- Made interaction code capable of being dispatched on any entity, not just combat characters
- Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares
- Fixed certain NPCs getting out of the way for the player when they hate them
- Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs
- Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods
- Selectable color for ragdoll boogie/point_ragdollboogie
- Fixed PickupWeaponInstant not firing weapon pickup outputs
- Introduced inputs and keyvalues for "lerping" to math_counter_advanced
- Fixed ClearConsole on logic_console
- logic_convar should now detect client convars correctly
- New NormalizeAngles input on math_vector
- logic_modelinfo LookupActivity input
- math_generate fixed and expanded to be more like math_counter
- Added a WIP game logging system for playtesting maps
- Introduced logic_playerinfo, an entity that can read a player's name or ID
- Fixed some new filters not working with filter_multi
- Added radius pickup spawnflag to func_physbox
- Added "Preserve name" spawnflag to weapons
- Added cc_achievement_debug message for when an achievement doesn't exist
- Made npc_combine_s not speak while in logic_choreographed_scenes
- Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll
- Expanded and cleaned up npc_zombie_custom
- Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game
- Allowed player squad commands to go through +USE-held objects
- Added a bunch of I/O/KV to trigger_waterydeath for better configuration
- Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it
- Adjusted game_convar_mod for MP planning
- Removed the func_precipitation custom particle/splash code for now, as it was causing problems
- Fixed env_global_light not accepting lightcolor
- Added "Additional Buttons" to player_speedmod
- Added save comment to RPC
- Added env_projectedtexture attenuation
- Added scripted_sequence OnPreIdleSequence
- Added OnCrab to zombies
- Added skill_changed game event (may need further testing)
- Added a fix for viewmodels flipping under extreme FOV values
- Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly
- Fixed a very, very, very major shader performance issue
- New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles
- Code improvements for I/O involving angles
- logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls
- Alternate collision/player avoidance spawnflag obsoletion enforcement disabled
- Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue
- Miscellaneous shader formatting adjustments and fixes
- Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
- Applied the nexttoken security fix (suggested by ficool2, important for MP port, no #ifdef MAPBASE because of volume of changes and irrelevance to readers)
- Fixed a crash with the follower wait point start/stop using handlers
- Fixed game_ui activator crash
- Changed vphysics triggers to accept more entities
- Fixed player squadmates not obeying hint node facing (e.g. wait points)
- Fixed npc_snipers
- prop_vehicle_jeep_old no longer changes classname
- Restored and added the other CTakeDamageInfo fields for point_damageinfo
- Fixed game_metadata not saving correctly
- Fixed logic_measure_movement not functioning while possessing spawnflags
- Added scripts/mapbase_rpc.txt script with choosable app ID and game image
- Fixed some casing that broke Linux support
- Added proper WorldVertexTransition blending to translucency and selfillum (translucency may need the translucent texture to be $basetexture, not $basetexture2)
- Added modified parallax corrected cubemaps to shader code (although currently unusable)
- Fixed Variant_ParseInput
- Added/restored custom scanner speed (experimental, needs more work)
- Several miscellaneous code changes/fixes and comment adjustments
There is currently a bug that prohibits 'playvideo' from successfully playing media in-game, as the player must firstly go to the main menu for it to play, this issue makes sure that the command can work without having the player go to the menu.
- Experimental RPC stuff for the future
- Fixed players running over allies with vehicles (kind of)
- Modified redirect filter infrastructure to support when there's no target filter (meaning it will just make sure the entity exists)
- Fixed SDK_EyeRefract
- Fixed env_beam SetStart/EndEntity
- New "OnStateChange" output on NPCs
- scripted_face removed (use generic facing VCDs instead)
- Fixed RPC
- View ID nodraw keyvalue + reflective glass view ID fix
- CopyAnimationDataFrom expansion (more variables copied)
- Fixed pre-Mapbase env_projectedtextures not updating after loading a save
- Fixed(?) player companion grenade throwing being interrupted
- Added convars for secondary and NPC shotgun pellet amounts
- NPC fade distance/scale transfers to its ragdoll
- Made node graph rebuild occur sooner after map load
- Added option to disable "node graph out of date" message
- Fixed ent_fire delay (decimals discarded before)
- "SetFilter" on func_clip_vphysics
- Fixed func_tank zero barrel (untested)
- Fixed npc_turret_ground parenting fix
- Added toggle-able weapon_crossbow experimental hit location code
- Fixed ally grenades being considered Combine grenades
- Added SDK_MonitorScreen and SDK_UnlitTwoTexture
- Updated README
- Added !activator/!caller support to logic_collision_pair
- Fixed ortho not working in script_intro
- Added Nbc66's closed captioning language fix
- Applied fade fix to server ragdolls
- Added combine_mine friend/foe filters
- Fixed env_starfield pausing
- Reworked PickupWeapon/Item inputs
- Fixed context response system $ usage
- Fixed env_break_shooter velocity/speed
- Made func_breakable "Spawn on break" support other entities
- Fixed OnThrowGrenade > point_entity_replace blip
- Added mapname to logic_externaldata
- Added "Random Template" to point_template
- Added "Use LOS" to trigger_look
- Added flags based on L4D(2) to trigger_playermovement
- Added npc_combine_s "Alternate Capable" keyvalue that enables both grenades and alt-fire at the same time regardless of elite status
- Fixed npc_combine_s DropGrenade input
- Miscellaneous code and comment changes